Fighting Games Weekly | July 14-20 | Bracket Resets Full of Tears (of Joy?)

I am watching Marvel 3 top 3 again.

The absurdly godlike 70 second neutral of Wolverine and Storm vs Magneto (game #3 of Justin vs FChamp)leading into the time out situation where FChamp is forced to tag in Phoenix to have a better shot at opening up Justin's absurd defense resulting in punishment from Justin only he finishes the combo with a SNAP BACK to take out Phoenix with a pixel of health in order to waste more time on the clock as well as extend his health lead even more and confirm his victory by denying Dark Phoenix from coming out.


I had to do an Antonio Banderas reel back when I realized how genius that play was in that situation. To do that at the highest stage of competition in that clutch situation..... I just can't...


Greatest of ALL TIME MARVEL PLAYER!!!
 
If Chris, Champ and Justin aren't playing each other, the match is too low level for me to really enjoy. Granted, I do still like watching Chris steamroll people with Morrigan, but even that has its limits
 
If Chris, Champ and Justin aren't playing each other, the match is too low level for me to really enjoy. Granted, I do still like watching Chris steamroll people with Morrigan, but even that has its limits

Coach Steve vs Ray Ray was my favorite match out of top 8
 
If Chris, Champ and Justin aren't playing each other, the match is too low level for me to really enjoy. Granted, I do still like watching Chris steamroll people with Morrigan, but even that has its limits
Top 8 was such a bore, while top 3 was some of the best Marvel we ever saw. At this point, it's like no one has a chance against Chris, Champ and Justin except Zero players and, maybe, Apologyman.
 
Pokemon's one of the biggest properties. People are ok with randomness.
What are those things called...IVs? The unique Pokemon identifiers? People hate that stuff. Since we're all talking about randomness, I'm going to have to talk about random-positive and random-negative, two ideas I have to help separate good and bad randomness.

Smash with items would be fun but they'd have to be more stringent with which ones were usable than they would with say, stages. There are items that aren't overpowered but still give tools to characters that didn't have them before and wouldn't be overpowered if they were random.
It would be cool. I like items, personally.

what runes you get are random. Hero damage is a range so it's also sort of random. Some skills I believe are also a bit random. Mainly ogre magi's ultimate. Also I guess in a way team makeup if you are playing casually

There are a ton of random elements in DOTA 2.

*Damage ranges are random. This is most prominent when you are trying to last hit a Catapult that is being hit by tower, in early game you are at the mercy of RNG as far as getting that last hit.

*Creep camp spawn is random. For junglers they can have a great start or a mediocre start depending upon creep spawns.

*Roshan randomly spawns after being killed with a certain time limit. It used to be that he spawned at a very specific time but recently they randomized that spawn time.

*Rune spawning are random and they can make the difference between a Mid lane win or loss. 50% chance of them spawning top or bottom then there is additional RNG on which Rune you get. There was this match where the mid QOP got 8 DDs in one game and steam rolled (this was at TI3 not some pub game).

*Many heroes and items have random abilities. Daedalus, MKB and Basher have powerful random procs. Axe's Counter Helix is random. Chaos Knight's whole character design is based around RNG (stun is random, crit is random even his pull is random) as is Ogre Magi. There are some internal cooldowns in place to "minimize the randomness" but all things considered it's still really random.

*Characters who are up hill will have an advantage because ranged attacks have a chance to miss against them. This is also a RNG based mechanic.
I'm going to focus on Runes, because Runes are a good example of random-positive. I'll contrast it with tripping, which is random-negative.

Random-positive definition: a reward which was earned, but that varies in strength. A baseline expectation is created to ensure a modicum of reward. Anything above this baseline is a bonus.

Random-negative definition: an effect which occurs without any input from the players involved. It just happens.

Random-positive examples:
Runes
"Crit" damage in DotA.
Jungle creep spawns.
Hsien-ko item stun.

Random-negative examples:
Tripping
Phoenix Wright item selection.

Rune Analysis:
When a Rune is collected, you receive a baseline reward: a rune has been controlled. The enemy side was deprived of the resource, and it now belongs to you. If you have a bottle, which most roamers do, then even better. Even if it is just illusion (talking DotA1 context here - sorry), you still get an asset that can be useful in the team. You are not counting on invisibility or double damage. If you get either of those, it's just a bonus to your reward. Regardless of the reward, you still had to control the space necessary to gather the rune, and the runes are on a strict timer, removing the random element from the base reward.

Basically: when randomness provides a periodic additional benefit for an earned state, then I call it random-positive, and it can actually add to the game. The opposition, when affected by the results of an opponent's random-positive, may be irritated that the proc occurred, but they will eventually justify it by knowing that the state was still earned. In other words, they might be annoyed that someone got double damage in DotA, but they will also know that if they had controlled the rune, that situation would have been prevented.

Tripping Analysis:
There isn't much to say. You can trip at any time for no reason at all, and you're fucked. Technically, you can control the probability of tripping by staying off the ground, but that is much like saying you can avoid bad Wright items by not gathering items. Ground movement is essential to the game. Two memorable tripping memories for me: one time, it happened immediately as the round started. Bam. All I did was tap forward. A second time, I tripped right into my wife's smash attack, killing me. Realistically, I had no way of knowing this event was going to occur, and I suffered for no real reason. This is a frustrating experience for me as a player.

For abilities with a damage range, the lowest damage range is the baseline: it's what you plan for and can expect to happen. To use Chaos Knight as an example, when you throw his bolt, it stuns for 1-4 seconds. When you throw the stun, you are really only counting on one second to happen. You just need that stun to happen right there. If you get more than 1 second, then you are happy. If you get 4 seconds, you are elated because random-positive weighed in your favor. You aren't angry that you only got 1 second, or at least, if you are, then you are playing the wrong character. Some people like random-positive more than others. Personally, I can enjoy Chaos Knight a lot, but I love characters with guaranteed results better, like Earthshaker and Zeus.

This week's thread title was buttcheeks. Changed.
Abuse!

If Chris, Champ and Justin aren't playing each other, the match is too low level for me to really enjoy. Granted, I do still like watching Chris steamroll people with Morrigan, but even that has its limits
RayRay is seriously getting up there. I think he's a contender to win next year. I agree, though. We need to reconsider the gods, and at this point I would make it just those 3. Flocker's performance was really weak this year, and PR Rog has clearly fallen out of practice.
 
ChrisG vs Champ in Marvel is always incredible to watch.

Chris should have won, I guess he'll dominate the scene for another year and lose at even again.
 
What are those things called...IVs? The unique Pokemon identifiers? People hate that stuff. Since we're all talking about randomness, I'm going to have to talk about random-positive and random-negative, two ideas I have to help separate good and bad randomness.

IVs aren't really random though. You can potentially breed a Pokemon with desirable IVs if you want too it's just a long process. However certain moves have status effects and conditions tied to them. For example Flamethrower has a 10% chance of burning a Pokemon and all moves have a chance of a critical hit which does 50% more damage
 
What are those things called...IVs? The unique Pokemon identifiers? People hate that stuff. Since we're all talking about randomness, I'm going to have to talk about random-positive and random-negative, two ideas I have to help separate good and bad randomness.

I'm talking about moves having accuracy, additional effects, various abilities, etc.
 
Best thing about Lucina in Super Smash Bros is that now people can't turn off Laura Bailey.
Hopefully she's top tier.

What are those things called...IVs? The unique Pokemon identifiers? People hate that stuff. Since we're all talking about randomness, I'm going to have to talk about random-positive and random-negative, two ideas I have to help separate good and bad randomness.

IMO, the randomness in Pokemon comes from damage, which is calculated using an RNG; crits; accuracy; and secondary effects such as freezing and paralysis, which usually have a 10% or 30% chance to occur.
 
ChrisG vs Champ in Marvel is always incredible to watch.

Chris should have won, I guess he'll dominate the scene for another year and lose at even again.

Interested to see what the Justin/ChrisG runback looks like.

Does point Storm's air mobility options help him long term against Morridoom or is it something that Chris just needs to download.
 
I am watching Marvel 3 top 3 again.

The absurdly godlike 70 second neutral of Wolverine and Storm vs Magneto (game #3 of Justin vs FChamp)leading into the time out situation where FChamp is forced to tag in Phoenix to have a better shot at opening up Justin's absurd defense resulting in punishment from Justin only he finishes the combo with a SNAP BACK to take out Phoenix with a pixel of health in order to waste more time on the clock as well as extend his health lead even more and confirm his victory by denying Dark Phoenix from coming out.


I had to do an Antonio Banderas reel back when I realized how genius that play was in that situation. To do that at the highest stage of competition in that clutch situation..... I just can't...


Greatest of ALL TIME MARVEL PLAYER!!!

Seriously, I was watching that and it literally looked like what I thought Marvel was going to be from the jump. Champ, Chris and Wong all played out of their minds this year, while Flocker who I assumed was going to be up there scrubbed out in the silliest fucking fashion I've seen a top player commit to. Mashing? As Dante? Against these guys?

Really?
 
Does that have random damage and stun too?

yeah. it's way more limited in ST but older versions of street fighter 2 have a really strangely high range of damage/stun for moves that is randomized. it's possible for shit to do 0 damage sometimes or stun in 1 hit, though it's extremely unlikely because those values are usually off in the mega butt ends of the standard deviation vs. what the actual value of the move is supposed to be

there's some legendary HF round on youtube where the match starts off with guile (?) throwing a sonic boom, it hitting and stunning and guile killing the opponent off it. there's another one that's like it's a really tight match that goes to pixel health and one of the dudes throws the other guy and the throw literally does 0 damage and he proceeds to lose
 
IVs aren't really random though. You can potentially breed a Pokemon with desirable IVs if you want too it's just a long process. However certain moves have status effects and conditions tied to them. For example Flamethrower has a 10% chance of burning a Pokemon and all moves have a chance of a critical hit which does 50% more damage

I'm talking about moves having accuracy, additional effects, various abilities, etc.

IMO, the randomness in Pokemon comes from damage, which is calculated using an RNG; crits; accuracy; and secondary effects such as freezing and paralysis, which usually have a 10% or 30% chance to occur.

Even the amount of damage a move does varies. Not just talking about crits

It's real dumb
I consider these all examples of random-positive, and I am okay with them. The inherent risk is in your decision. You can always choose a safer option. I don't think they're the best way to do things, but it's not as bad as random-negative.
 
Aren't Faust's items random? I don't play GG so I don't know for sure, but I remember a commentator mentioning it once.

They are and Zappa's summons you can get the guaranteed summon based on the ones digit (I believe 1, 2, and 0 are non-random) but the other digits are random. I'm no zappa player but I might have got the digits wrong. The difference between Faust and PW is that I feel that when I play Faust I can work with I get, even with a subpar item but PW feels like the wrong item, the game is out to screw me over. So in other words, the worst Faust item at least can be used while the worst PW item can cost you the game.
 
Justin's performance in Grand Finals with Storm is something I would be telling my grand kids about.


"And right at the end when it was Storm vs solo Doom... something magical happened. It's something you only see once a blue moon... Justin Marvelous Wong wins EVO with Storm's Lightning Sphere attack!!!"


"Nah grand pa you are making it up... everyone knows Storm sucks in those MVC games!"
 
Justin's performance in Grand Finals with Storm is something I would be telling my grand kids about.


"And right at the end when it was Storm vs solo Doom... something magical happened. It's something you only see once a blue moon... Justin Marvelous Wong wins EVO with Storm's Lightning Sphere attack!!!"


"Nah grand pa you are making it up... everyone knows Storm sucks in those MVC games!"

I would totally watch a 30+ minute video analysis of how the hell JWong got in with Storm against Morrigan over and over again while FChamp can't touch her with Magneto.
 
I didn't rewatch the Marvel GF, so my hindsight might be cloudy, but wasn't ChrisG moving in towards storm a lot and trying to tag her with shell kick? I know the tatsu assist did work on Doom and helped Justin get conversions. I don't remember Vergil doing much in this set honestly, Justin just blocked everything. I wonder how this might have turned out if Chris used Akuma instead of Vergil since it would be tatsu vs. tatsu, since the Vergil comeback factor was non existent.
 
I would totally watch a 30+ minute video analysis of how the hell JWong got in with Storm against Morrigan over and over again while FChamp can't touch her with Magneto.
I would like to see that video too. Mind boggling stuff.

The main difference I saw between FChamp's Magneto and Justin's Storm was the "economy of movement". FChamp kinda went ham sometimes with the movement resulting in some errors and occasionally running into Missiles/Fireballs. Justin was moving around very little compared to FChamp but every movement was well calculated and efficient. He did the least amount of dashes to achieve maximum evasion.

This pretty much meant that Justin's Storm was more healthy in the match and could take more risks going in with Tatsu assist. FChamp was actually doing something similar with Rocks assist but it didn't work out as well with him.

Also Storm only needs 1 meter to fully and safely punish Doom where as FChamp needed two to do the same amount of punishment. This made ChrisG more honest in calling Doom against Storm because she only needs two Hailstorms on Doom (and she started the game with 1 meter meaning if she builds 1 bar Doom was in danger). Less Missile calls resulted in more opportunity to get in with Storm. Of course Tatsu is better to rushdown with than Rocks.
 
I would totally watch a 30+ minute video analysis of how the hell JWong got in with Storm against Morrigan over and over again while FChamp can't touch her with Magneto.

He found a lot of small gaps in Morrigan's offense where he did things like dash up short, call akuma. Where he either got the hit, or just threw Chris G's offense off rhythm which lead to the eventual hit.

Old Justin Storm vs Chris G would be fly around for 20+ seconds build a meter and snipe Doom which wasn't a bad plan but hard to pull off. This time he fly around for like 5-10 seconds then out of nowhere either get a perfect dash in mixup or a perfect akuma call that somehow snuck it's way through all the clutter of fireballs and missiles. Especially that 4th game where he literally had like 2-3 perfect assist calls, and made Morrigan's activation useless.
 
Also Storm only needs 1 meter to fully and safely punish Doom where as FChamp needed two to do the same amount of punishment. This made ChrisG more honest in calling Doom against Storm because she only needs two Hailstorms on Doom (and she started the game with 1 meter meaning if she builds 1 bar Doom was in danger). Less Missile calls resulted in more opportunity to get in with Storm. Of course Tatsu is better to rushdown with than Rocks.
And if needed, ice storm x factor to kill on the spot.
 
but I thought VF was a dry game

I've never played VF but have a blast watching it. The flashes indicating counter hits make it specially easy to follow and understand what the players are going for. On the other hand, I can't stand Tekken, that looks dull as heck.

the closest we can get to randomness in a fighting game is probably street fighter 2.

Power Stone? I prefer it to Smash, since you know when and where items are going to spawn and it's not that hard to knock them out someone's hand. Smash has things like that damn hammer...

fake edit-
Oh, talking about the random damage values. That takes me back to random shoryukens taking 1/3 of HP for no reason and people screaming haha.
 
It's not a video game, but M:TG has been a competitive game for years, and it's a game based around random card drawing.
I posit that MTG players enjoy playing in spite of randomness, not because of it. Losing to a topdecked Bonfire, drawing an all-land hand after your second mulligan, opening a sealed pool where fuckin Thatcher Revolt is the best card you have just feel terrible to happen to you.

I'm going to attempt to expand on Karst's definitions and define random-neutral (randomness with situational positive/negative benefits instead of mostly one way or the other). This way you can classify random mechanics on a spectrum rather than one or the other.

For example, characters with random items in ArcSys games are pretty close to neutral in terms of effect. Critical hits in Pokemon are highly positive, tripping in Smash is highly negative.

I think frequency of occurrence also factors into the discussion. If you tripped in Brawl 75% of the time instead of like 5% it becomes a more predictable mechanic and while still random-negative is something easier to manage.
 
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